Areson the Wise

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Areson the Wise is an elite ogre strongman and one of Signet's closest surviving allies. First encountered in the Hunting Grounds on the Sixth Floor, he serves as Signet's bodyguard, helps defend her displaced followers, hunts the off-world participants...

Areson the Wise is an elite ogre strongman and one of Signet's closest surviving allies. First encountered in the Hunting Grounds on the Sixth Floor, he serves as Signet's bodyguard, helps defend her displaced followers, hunts the off-world participants who have entered the floor to kill crawlers, and supports the campaign against the rulers of Fort Freedom. Areson later becomes a soldier in the Princess Posse's Ninth Floor forces. His continued service makes him one of the characters who carries the history of Grimaldi's circus and Signet's rebellion into Faction Wars.

Areson is one of three ogre brothers created by the death of Di-we, a three-headed nodling who protected Signet. His brothers are Apollon the Mighty and Herman the Fleet. Although the brothers resemble one another, their lives diverge across different regions of the dungeon. Areson remains in the Hunting Grounds, a circumstance that saves him from the catastrophe that destroys the Over City and most of the circus community. He subsequently devotes his strength and knowledge of the region to Signet's surviving coalition.

Origin in Di-we's death

Areson's existence is a consequence of the nodling life cycle. When a nodling dies, the body produces new individuals according to the number of its heads. The offspring emerge as young children and then grow rapidly. The original corpse remains separate from them, allowing Signet's tattoo artist, Edgar, to preserve Di-we as one of her living tattoos even while the three successor ogres live independent lives. Areson, Apollon, and Herman are therefore brothers as well as distinct continuations of the same progenitor.

Di-we died while defending Signet from agents of her sister. Signet explains that each of the three resulting ogres received a portion of Di-we's knowledge; Areson possesses one third of what their progenitor knew. This background gives a literal basis to the epithet “the Wise.” His dialogue is usually brief and grammatically simple, but his conduct repeatedly shows practical competence. He recognizes regional creatures, understands Signet's curse and family history, helps organize prisoners and defensive positions, and relays information about the coming assault. The contrast between his speech and his knowledge also makes appearances in which other characters assume the brothers are unintelligent misleading.

The three brothers eventually separate. Apollon accompanies Signet to the Over City and works as a circus strongman at Grimaldi's circus. Herman remains below in Larracos. Areson stays in the Hunting Grounds. When Scolopendra's attack devastates the Over City, Apollon is left behind, while Areson survives because he is outside the affected region. At that stage, Signet does not know Herman's fate. Areson's survival makes him a direct personal link between the remnants of the circus and the older nodling who gave his life for Signet.

Defense of Signet's Hunting Grounds coalition

Carl initially mistakes Areson for Apollon because of their resemblance. Examination identifies the newcomer as a level 45 elite ogre. Areson appears alongside six were-castor fighters and Miss Nadine, their giant caterpillar guardian, when Signet's allies collect Carl during the Sixth Floor hunt. Signet identifies Areson as the circus strongman who had been in the Hunting Grounds when the Over City was attacked.

Areson's first responsibility is not ceremonial protection of Signet but active defense of the people traveling with her. When invaders emerge from Zockau onto the trail, he leaves the group to intercept the threat and plans to rejoin them afterward. Signet's party includes bush elves, were-castors, forest creatures, Edgar, and other survivors whose levels are generally lower than those of the hunters entering the floor. Areson's elite status and physical durability give the mixed group a combatant capable of meeting those hunters away from the main camp.

He soon returns carrying the corpse of Hunter Arwick of the Dream. An arrow remains lodged in Areson's head, but the wound does not prevent him from hauling the dead elf over his shoulder or reporting what happened. He had been told that Carl wanted hunters captured alive and says that he attempted to comply. Arwick resisted and Areson killed him while subduing him. The system explicitly credits the kill to Areson. The incident establishes that Signet's supposedly vulnerable non-crawler allies are already reversing the intended structure of the Hunting Grounds: an off-world hunter has become their quarry, while the dungeon's local inhabitants protect one another.

Areson's reaction to Arwick also reveals the limits of his information. He finds the hunter's extremely pale appearance strange until Carl explains that the elf arrived from far outside the dungeon. Once Carl states that the hunters are invaders who must be killed, Areson readily offers to deal with the others. He is loyal to Signet and decisive in combat, but he does not pretend to understand the external politics represented by the Dream. His value to the coalition lies in applying local knowledge and overwhelming force to dangers that Signet and Carl identify.

The prisoner and the assault on Fort Freedom

During preparations to attack Fort Freedom, hunters use lightning near the all-tree and suffer the tree's retaliatory defense. Two are killed and a third, a wire-haired orc from the Skull Empire, is incapacitated. Areson takes custody of the survivor. He carries her to the concealed encampment, removes her equipment, binds and gags her, and delivers her when Signet needs a sacrifice to assemble her tattoo battle squad. When questioning fails, Areson offers to tear off one of the prisoner's arms, but Signet rejects the proposal because injury would weaken the intended sacrifice. Carl refuses torture altogether. Areson follows their direction and remains responsible for preventing the hunter's escape.

After the sacrifice activates Signet's full battle group, Areson stays on the riverbank with Carl, Princess Donut, Miss Nadine, and a small defensive contingent while Signet's assault force enters the partially submerged fortress. His placement outside the castle is important: it leaves an elite guard with the support group while many of Signet's most dangerous tattoo fighters and allies are committed underwater.

Areson also becomes the group's principal source of information about the fortress and Signet's limitations. He explains how her flotation curse affects her movement in water, how magical assistance allows her to submerge, and why the river is not deep enough to crush her. He attributes the curse to a high elf involved in the murder of Signet's mother. He further describes the political result of the coup: the naiads have been reduced to near-subjection under the high elves, their population was devastated by the earlier attack, and the remaining settlements have been left without effective rule. His account gives Carl and Donut the local history needed to interpret the apparently simple castle assault.

Fight with Claude Sludgington the Fourth

The reserve position turns into a separate boss battle when Samantha accidentally uses Carl's teleportation equipment to pull Claude Sludgington the Fourth out of the castle. Claude's sudden arrival throws Areson into the woods, but the ogre recovers quickly and climbs onto the enormous creature's head. He attacks with his bare hands, attempting to tear into Claude even though the monster's vulnerable area is its underside and the assault from above has little effect.

Areson's refusal to disengage complicates Carl's attempt to expose that weakness. Carl repeatedly orders him to get off the boss, first before maneuvering it and again before using a Protective Shell to overturn it. Areson remains attached when the spell launches Claude high into the air. He survives the ascent, the fall, and the creature's explosive death, emerging nearby bruised and angry but alive. The sequence demonstrates both the advantage and the limitation of his fighting style. His strength and toughness allow him to remain in contact with a monster that throws other participants across the battlefield, but anger and direct attack make him slow to adapt when the enemy requires a mechanical solution.

Miss Nadine is killed during the same fight. Areson rejects Carl's attempt to assume sole blame, observing that Nadine had already been moving toward the water and would otherwise have drowned. He instead describes her death in combat as a warrior's death. When the grieving Holger asks whether enough remains of her and whether she is worthy, Areson answers that she is. Edgar later incorporates Nadine into Signet's collection of tattoos, preserving another fallen defender in the same tradition that preserved Di-we.

The aftermath also displays Areson's familiarity with the Hunting Grounds beyond the immediate fortress. When Samantha reports a large track and pink feathers on the opposite shore, Areson identifies the likely creature as Big Tina. He knows that the young dinosaur carries a depleted wand, has a particular hostility toward the ursine, often separates from the other mongoliensis, and is responsible for attacks on a nearby settlement. His warning explains both the deaths Samantha finds and why he avoids Tina's usual territory. This is another instance in which his local knowledge is as useful as his physical power.

Final Sixth Floor operations

Areson remains with Signet after Fort Freedom falls. When Carl and Donut meet the group again near a stairwell settlement, Areson reports that Edgar is outside the high-elven castle preparing a large spell and map for the final battle. His presence alongside Signet and Holger shows that the death of Miss Nadine and the losses in the river assault have not dissolved the coalition.

In the closing operations of the Sixth Floor, Areson and the surviving were-castors are assigned to help the Sledge reach caves beneath the castle. Their route leads through lower tunnels to a concealed dungeon-level entrance needed for the changeling evacuation. The mission is threatened by swarms of mantis nymphs attacking stairwell locations, but Areson's group is positioned to guide and protect the Sledge rather than participating in the Masquerade ballroom battle. His role is therefore part of the coordinated rescue effort that runs in parallel with the floor's more visible confrontation.

Service in Faction Wars

By the Ninth Floor, Areson has joined the Princess Posse's army. Carl's encounter with Herman the Fleet confirms that all three ogre brothers remain relevant to Signet's extended story: Herman is now a level 70 legionnaire, Apollon was left behind on the Third Floor, and Carl believes Areson is still operating elsewhere in the war. Herman's much leaner build distinguishes him physically from Areson and Apollon despite their common origin.

Areson later appears directly among the soldiers Carl has selected to summon during the advance on an enemy castle. He arrives with a mixed team that includes crawlers and other long-standing allies as thousands of additional soldiers teleport into the woods. Carl identifies those individually summoned combatants as members of his own team, intended to accompany the approach to the castle. Across the two floors, Areson's function has expanded from protecting a displaced circus survivor and her woodland allies to serving in a crawler-led army against off-world factions.

His allegiance remains consistent through that change in scale. In the Hunting Grounds, he treats the floor's residents as people to defend and the hunters as invaders rather than privileged players. In Faction Wars, he serves beside crawlers and dungeon inhabitants whose coalition rejects the expendable roles assigned to them. Areson's importance is not based on independent command or elaborate magical abilities. It rests on continuity: the strength and inherited knowledge of Di-we survive in a defender who remains beside Signet's allies, endures the destruction surrounding them, and carries their fight into the Ninth Floor.